Not direct. I have found the snapping at the bottom of the viewport and the snap at increment of the grid. My "problem" is that the standart cube vertex is maybe in position 1/1/1. Activate i snap to grid i can modifiy the position and the vertex walks around the gridlines. But when i dont activate snap to grid and the…
That, or the other type of decals: those on a secondary uv channel, blending in another texture/material. So essentially what Eric said, with the main difference being: vertex-blending usually comes with a noise to deform the blending mask (to combat the obvious vertex gradients and add a bit natural more detail).
The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen. A video here, using a custom engine.…
Okay nevermind, it was because of the skin modifier, if you're having the same problem just add a vertex paint modifier then choose vertx color display - shaded
Like musashidan said, you won't have to convert the model to a polymesh3d since it already is one. Just import the obj and start sculpting. Normally you can just import the same mesh to update UVs or vertex positions. Zbrush does this automatically to the point where it doesn't even tell you. However, this only works when…
Hey, is there a way to edit the parts of the material that are in the negative UV space? I have hair cards with an applied flow/tangent map and I want to flip the red channel of any cards that have been flipped. I've been doing this by giving those flipped cards a red vertex colour and in Unreal, using the red vertex…
One thing you can try is to use Batch Bake and bake the AO to vertex color, and then use Paint Vertex Color Tool to export the vertex colors as a texture map. Baking to vertex color is super fast even when you use 256 rays, but you may need to add some geometry to your model. You can set the Paint Vertex Color Tool to…
The shading depends on vertex normals. Flat thing should have them same directed . Typically 3d packages control vertex normal on their own but with lots of tiny long triangles errors usually happen . insetting or beveling or face weighting are just ways to help automatic algorithm. You can do same manually too. Like…
Update: I read that you can assign vertex colors to your hi poly model and export out the vertex colors with the model. I did this using the xNormal SBM Exporter. I clicked on High Definition Mesh option and clicked the Export Vertex Colors checkbox. I can see my vertex colors in the xNormal 3d viewer, but they are not…
problems with exporting materials and edited(rotated) vetex normals within fbx files obj works fine but not enough to export precise vertex info to work well with normal maps